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OXCE Support / Re: Filtering hired soldiers at Recruitment??
« Last post by ThumpieBunnyEve on Today at 12:30:39 am »
Yankes i tried the mod you linked me to.  It does not play well with unmodded saves, nope nope!
all my bases suddenly had no soldiers. and, all my ships were without soldiers too.

Its definitely more of a //start your play through with this on, or don't touch it!// sort of mod.

Ill give it a shot on my next play through. But its options don't play nice with others like the rest of your/Meridian's oXcE stuffs.

Im not actually sure who the team is that made/continues to make oXcE..
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Hi I would like a request to add new function to the scripthook "buyCostItem" to have two additional
script function if possible?

 getMonthlyBuyLimit

and setMonthlyBuyLimit

Request is to able to change MonthlyBuyLimit
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There are players, who equip soldiers based on their name. Because lore, immersion, role-playing, etc.

But there are also players (including myself), who don't equip soldiers by name, but by their position on the craft (i.e. their role on the team). For example: first two are scouts, next four are melee, next four are riflemen, next four are grenadiers and last two are psi.
For such kind of equipment, knowing which "position" you are equipping currently is useful.

Yeah, I get it, I do it too. I normally don't equip soldiers based on RP or some kind of story; I equip them based on their stats.

I don't pay that much attention to who is where; but I still want snipers/mortars on the upper deck of a Menace class craft, and maybe rookies at the front. But it's easy to manage with just the soldier list.
I equip soldiers first (Apoc-style inventory), and placing them in a particular position goes after that. Moving a soldier to the very top or the very bottom is a matter of one r-click. The only problem I can imagine is if you don't remember who uses what equipment, but it sounds like just careless play to me. A certain minimum of focus is required.
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OXCE Support / Re: Filtering hired soldiers at Recruitment??
« Last post by CrazedHarpooner on May 18, 2024, 07:40:12 pm »
That's a waste of time. Why would a guy need to make a dedicated mod for a small change for himself? Just make a backup copy of \standard\xcom1\soldiers.rul file before editing it. It's even faster than searching the forums for existing mod.

Because it is smarter and safer. Editing the base files just creates a bad habit that eventually will cause issues. In addition, creating its own folder and metadata file adds very little extra time to "waste".
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Why would anyone care about these numbers? They change nearly every battle anyway.

There are players, who equip soldiers based on their name. Because lore, immersion, role-playing, etc.

But there are also players (including myself), who don't equip soldiers by name, but by their position on the craft (i.e. their role on the team). For example: first two are scouts, next four are melee, next four are riflemen, next four are grenadiers and last two are psi.
For such kind of equipment, knowing which "position" you are equipping currently is useful.
But fwiw I never had any problem doing it this way.
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He says it's not clear whether he's equipping the first soldier, the last soldier, the 13th soldier of 42... or Seven of Nine.

If you can understand this, good enough...

I don't. Why would anyone care about these numbers? They change nearly every battle anyway.

I kind of sympathize with this request, because if you do the soldier equipping only after the mission briefing (i.e. not already in the base), you may very well lose track which soldiers were in the first row or so and prepare accordingly (if you don't distinguish them in some other manner, for example by putting on a different armor).

First soldier is spawned at NW, the rest goes in succession to the east and then south...
This is so basic that I don't understand what else is needed, sorry. But like I said before, I don't really have to, so don't mind me.
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I kind of sympathize with this request, because if you do the soldier equipping only after the mission briefing (i.e. not already in the base), you may very well lose track which soldiers were in the first row or so and prepare accordingly (if you don't distinguish them in some other manner, for example by putting on a different armor). And you can't go back and redo this like Meridian suggested. But if there is no space to make this available, there is no space, end of story.

I suppose this mostly affects vanilla. Many mods have so many special soldier types which you usually sort out as going out first (e.g. in XCF rats and dogs) and you can use those to navigate which soldiers were the first ones to deploy.
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He says it's not clear whether he's equipping the first soldier, the last soldier, the 13th soldier of 42... or Seven of Nine.
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Personally, I do find it a bit annoying that there's no way to figure out which (at a glance) soldier you're currently equipping.

Can you elaborate? Because I don't understand at all what you mean, and I suspect others may have the same issue.

I mean... you can clearly see whom you're equipping, name and face and all... What is missing?
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OXCE Support / Re: Filtering hired soldiers at Recruitment??
« Last post by Yankes on May 18, 2024, 06:24:57 pm »
https://mod.io/g/openxcom/m/hiring-a-trained-soldier
Reading this mod description show it give even more, you can hire better solder for more or but you can pay cheaper for weak solders.
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